Hellgate Keep

With the news of Hellgate Keep, the group decides to investigate the wild stories of magic and power. Orthan uses his carpet while others ride or fly on their own. Several days of travel brings the group to the mountainous region of Hellgate Keep. Upon approach, Orthan’s carpet abruptly stops. Other party members also have a sudden loss of magical abilities. Presumably due to the magical wards left behind. The area appears to be damaged from massive explosions. There is a giant triangular section cut from the mountains where the city once was. Regrouping in the valley the two druids, Max & Greenleaf, shape change into birds and begin to scout the area. It appears that trees and foliage have been growing at a heightened rate. With magic detections spells active, the druids begin to retrieve minor magic items that are scattered throughout the rubble. They return with several +1 rings, earrings and cloaks of protection as well as many potions. Traveling up one side of the devastated valley, the party enters a collapsed tower. Suddenly a group of goblins is spotted and Greenleaf sends them fleeing by conjuring a fire elemental. A secret door is discovered under an anvil in what appears to have been a smithy. Descending a long stairway, the group finds themselves in a room filled with sacs of rotting grain. A spiral staircase leads down to another level.
Conjuring another elemental, Greenleaf commands it to proceed down the stairs. As Skilver descends, a light coin in his pocket suddenly turns into a snake and attacks. Skilver quickly dispatches the snake with a few of magic missiles. It takes the group almost an hour to figure out that only magical light coins are affected and solve the puzzle by placing all coins in bags of holding.
Descending down two more levels the group emerges in a room with a hallway that leads to a four-way intersection. To the right is a door that is secured by a bar. Thud attempts to lift the bar and is surprised by the electrical shock that flows through his body. Skilver steps in and casts knock on the door and it opens effortlessly. In the room is a fountain that has water cascading into a bowl and a another door on the opposite side. The group rests here for the evening.
The next day the party enters the next doorway and enters another room. In the room the group discovers a magical axe. Moving on the group passes through several rooms that are decorated to represent different seasons. Then down another hallway to a locked door. Thud bashes his way through the door and runs into a nine foot bipedal skeleton with a scorpions tail. The creature immediately skewers Thud with it’s tail. Max slings a magical bullet at the creature striking it for minor damage. Suddenly an umber hulk crashes through the wall at the opposite side of the room and charms Greenleaf. He turns and runs away in fear as Orthan shoots the umber hulk with a +4 arrow. The monster disappears as a wall of ice materializes between Thud and the rest of the group. The demon creature skewers Thud again and thud returns a bare fisted punch with his ring of might.

5 comments to Hellgate Keep

  • CMthaDM  says:

    After regaining strength, the group proceeds to wander aimlessly through the halls, corridors, staircases and passages of this complex for the better part of a day, finally pausing to rest in a stairwell. Noises of a battle lead the group to try and track a suspected adventuring party, but all they find for their efforts are a series of heavily trapped and mostly empty rooms.

    Making a full 3-D circle, the group returns to the place they were three days prior. There they try to excavate some magic that has fallen to the bottom of the crater caused by the wardstone explosions. Bored with such a menial task, Thud wanders off into the burial crypts, looking for specters to assault – when he suddenly encounters a group of what appear to be adventurers. With brain racing in overdrive, he decides that discretion IS the better part of valor and uses his sword to throw up a globe of darkness around him as he attempts to effect an escape…

  • CMthaDM  says:

    Thud is magic missiled and lightning bolted for 75% of his hit points. HE drinks his potion of polymorph and leads the hostile group into the lair of a bane devil. Two rounds later, the group is back on his heels, He flees into the complex and eventually loses his pursuers. After rejoining the group he relates his tale. Deciding that the group is likely composed of Harpers and paladins, the party decides that the rings in the hand are plenty and it is time to go.
    They return to Thudheim and try to plan for the future. Schwag tries to set up a spy ring and the Belialian looks for a witch to pimp tp the devil.

  • Raineer  says:

    “What?” “You didn’t think I’d know you where back?”
    “stop looking so surprised”
    “Thud, the sword please”
    “Thats not the way to welcome a friend”?
    “And a friend with news”
    and a eye on my money
    “I was approached by a group wanting info on you guys, so they could broker beneficial trades with you”
    and slit your throats
    “I stalled them for a moment claiming pressing concerns”
    “but they want an answer soon”
    “have you boys been bad?”
    “seriously”
    “do you want to set a trap for these folks”
    “do want me to ignore them”
    that will cost you
    “or do you want to do “business” with them
    “Hell”
    “They could be legit and bring you wealth”
    “You let me know”
    “I’ll be back soon, and you can tell me what you want to do…..and I’ll collect my share of the booty.”
    Leaning into Thud
    (Quietly)
    “there is this half ogre-whore in town and well…
    I’ve been talking you up …so next time you might
    want to return with me for a spell and…you know
    …check things out”
    (turning away quickly)
    they can’t dress like me
    “I’ll be back shortly”
    “I can’t stall them for long”
    “Three cheers”
    and all that shit
    Now, I have to go deal with that fucking merchant
    guild.
    Fuck, they are starting to act like “nobles”
    Oh well…..

  • CMthaDM  says:

    Nation building can be so booooring. Much better to risk life, limb and your immortal soul in the dangerous dungeon depths…

  • Thud Miester  says:

    Hazahs for Raineer!

    I’ve always said tis good to have high friends in low places.

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